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COMPARATIVE RESEARCH: IMPLEMENTATION ANALYSIS OF AUDIOVISUAL MEDIA IMPLEMENTATION IN SOCIAL STUDY SUBJECT IN UNITED STATES OF AMERICA AND TURKISH Wirawan, Gandung; Hurri, Ibnu; Pandikar, Ernandia
JURNAL PENDIDIKAN ILMU SOSIAL Vol 27, No 1 (2018)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpis.v27i1.10327

Abstract

This study presents the results of literature analysis on the application of audiovisual media in IPS learning in the United States and Turkey. The analysis is done so that the differences and advantages of audiovisual media used by each country can be known. This research uses literature method by tracing the sources of journals, scientific magazines, books, and internet sources. The results show that the United States and Turkey are concentrated in the development of Social Study learning media-based audiovisual. In addition, the use of audiovisual media in Social Study in the United States and Turkey can create a more active, innovative, creative, and fun learning atmosphere for learners.
Implementation Of Discovery Learning In Increasing Students' Activity and Creativity Andika, Andika; Wirawan, Gandung; Fuad, Akhmad Dzulkaul
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i3.p341-349

Abstract

The The problem in this research is that students are less active and less creative in learning History due to the use of inappropriate teaching methods. The implementation of History learning as expected in the Merdeka curriculum can facilitate students to engage actively and creatively in the learning process. The discovery learning method is an alternative teaching method that can facilitate students to engage actively and more creatively in the History learning process. The objective of this research is to enhance the activity and creativity of learning History by using the discovery learning method among the students of class X IPS 1 at Madrasah Aliyah Darun Najah. The implementation of the research began in April and continued until May 2023. The subjects of this research are the students of class X IPS 1, with a total of 32 students. The indicators that will be studied in this research are student learning activity and creativity. The students' learning activity in the classical setting in cycle 1 was 57.81%, in cycle 2 it increased by 12.03% to 69.84%, and in cycle 3 it increased by 8.6% to 78.44%. The students' learning creativity in cycle 1 was 54.84%, in cycle 2 it increased by 11.57% to 66.41%, and in cycle 3 it increased by 10.93% to 77.34%. Based on the explanation above, it can be concluded that the application of the discovery learning method can enhance students' learning activity and creativity, especially in history subjects.
Implementation Of Discovery Learning In Increasing Students' Activity and Creativity Andika, Andika; Wirawan, Gandung; Fuad, Akhmad Dzulkaul
Jurnal Kiprah Pendidikan Vol. 4 No. 3 (2025): Jurnal Kiprah Pendidikan | Juli 2025
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v4i3.p341-349

Abstract

The The problem in this research is that students are less active and less creative in learning History due to the use of inappropriate teaching methods. The implementation of History learning as expected in the Merdeka curriculum can facilitate students to engage actively and creatively in the learning process. The discovery learning method is an alternative teaching method that can facilitate students to engage actively and more creatively in the History learning process. The objective of this research is to enhance the activity and creativity of learning History by using the discovery learning method among the students of class X IPS 1 at Madrasah Aliyah Darun Najah. The implementation of the research began in April and continued until May 2023. The subjects of this research are the students of class X IPS 1, with a total of 32 students. The indicators that will be studied in this research are student learning activity and creativity. The students' learning activity in the classical setting in cycle 1 was 57.81%, in cycle 2 it increased by 12.03% to 69.84%, and in cycle 3 it increased by 8.6% to 78.44%. The students' learning creativity in cycle 1 was 54.84%, in cycle 2 it increased by 11.57% to 66.41%, and in cycle 3 it increased by 10.93% to 77.34%. Based on the explanation above, it can be concluded that the application of the discovery learning method can enhance students' learning activity and creativity, especially in history subjects.
Improving Students' Digital Literacy Skills Through the Use of Online Learning Resources Assisted by Collaborative Discussions Rozana, Rossy Alivia; Emyus, Ahmad Zaki; Wirawan, Gandung
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12306

Abstract

This study aims to improve students’ digital literacy skills through the utilization of online learning resources combined with collaborative discussions. The research employed Classroom Action Research (CAR) with two cycles involving 32 eighth-grade students of MTsN 2 Jember, divided into 16 small groups. Each group carried out structured discussions with specific role distribution, namely information seeker, information evaluator, recorder, and presenter, so that each member had a clear responsibility. Data were collected through observation, interviews, and documentation, then analyzed descriptively and qualitatively. The findings revealed a significant improvement in four indicators of digital literacy. The ability to access digital information increased from 66% in the first cycle to 87% in the second cycle; the ability to evaluate information rose from 29% to 52%; ethical use of information improved from 31% to 60%; and the ability to create digital content increased from 43% to 72%. These results demonstrate that a learning strategy based on online learning resources combined with structured group discussions can foster students to become more critical, ethical, and creative in utilizing digital technology. Therefore, this model is relevant to be applied in developing students’ digital literacy skills while preparing them to face the challenges of the 21st century.
Exploring Students' Perceptions of Mobile Game-Based Social Studies Learning Model Wirawan, Gandung; Abdulkarim, Aim; Komalasari, Kokom; Wiyanarti, Erlina
Yupa: Historical Studies Journal Vol. 6 No. 2 (2022)
Publisher : Program Studi Pendidikan Sejarah FKIP Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/yupa.v6i2.3379

Abstract

This research explores students' perceptions of mobile game-based learning models in social studies instruction. A descriptive quantitative design was used, with a questionnaire survey given to 31 students with experience with mobile game-based learning models. The research results show that students generally have a positive perception of mobile game use in Social Studies learning, with the majority agreeing that mobile games increase their engagement and motivation. The study also identified several factors influencing student engagement and motivation, such as the relevance and quality of game content, the level of interactivity and feedback provided, and integration with the curriculum. The findings show that the mobile game-based learning model can potentially increase students' enthusiasm for learning social studies, especially for Generation Z students accustomed to using digital devices in their everyday lives.
PENINGKATAN KEMAMPUAN GURU DALAM PEMANFAATAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY Triwahyuni, Eges; Wirawan, Gandung
PARADIGMA PENGABDIAN Vol 2 No 1 (2025): EDISI : MARET
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Abdurachman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/paradigma.v2i1.6143

Abstract

Pendidikan merupakan kunci utama dalam menghasilkan sumber daya manusia yang berkualitas. Peranan guru dalam kegiatan belajar mengajar merupakan salah satu bagian utama dalam proses pendidikan. Masih banyak guru yang belum memanfaatkan teknologi dalam kegiatan belajar mengajar. Oleh sebab itu perlu adanya peningkatan kompetensi guru mengenai pemanfaatan teknologi melalui kegiatan Pengabdian Kepada Masyarakat (PKM). Tridarma perguruan tinggi merupakan wujud peran serta dosen dan mahasiswa, sebagai salah satu bentuk tridarma adalah PKM. Pada era industri 5.0 Guru dituntut untuk memiliki kemampuan lebih dalam memanfaatkan teknologi sebagai sumber pembelajaran. Peningkatan Kemampuan Guru Dalam Pemanfaatan Media Pembelajaran Barbasis Augmented Reality dipilih sebagai media pendukung pembelajaran agar dapat menghasilkan suatu pembelajaran yang menarik dan tidak membosankan berbasis visual dan grafis. Kegiatan PKM dilaksanakan pada SDN Gunungsari 1 Umbulsari Kabupaten Jember. Artikel ini ditulis menggunakan pendekatan kualitatif dengan menggunakan data dan paparan yang bersumber dari hasil pelatihan Guru Serta bersumber dari kajian literature yang relevan. Dengan dilaksanakan kegiatan ini para guru memiliki kompetensi lebih dalam pemanfaatan teknologi dan telah berhasil membangun media pembelajaran sendiri. Selain itu kreativitas guru menjadi meningkat dengan adanya kegiatan ini.